Posted - 2008.05.20 17:43:00 -
[3]
5) Yes, as above it will let you align faster. First you align. Second you get up to 70% of your speed. Third you warp. The faster you align the faster you can begin to put on speed. You may be picking up some speed as you align but ships in EVE tend to slow down as they turn so most of your speed is going to be acquired after you align.

3) I'm not sure if the manner in which shields and cap recharge is identical, it probably isn't but they seem similar. As to recharging modules, they don't take that much Power Grid or CPU. I tend to use them when nothing else will fit.

6) You have to do a side by side comparison of the two modules attributes and see what the differences are. T2 modules are usually functionally superior but take more Power Grid. I can't say exactly what the difference is here. You can use the Compare Tool at the bottom of the Variations Tab if both the modules you are trying to compare fall into the same category.

Posted - 2008.05.20 17:48:00 -
[4]
1) Rigs share stacking penalties with modules. If there is an exception, I don't know what it is.

2) 2.4 * total cap/recharge time is the best estimation I have seen. Decrease the multiplier if you are pulling cap in large bursts. See this thread for more information.

3) Shield recharge works the same way as cap recharge: peak recharge = 2.4 * total hp/recharge time. Again reduce the multiplier if you are taking damage in large chucks. See the passive shield tanking section in this guide for more information.

4) CONCORD will stop drones immeadiately upon their arrival. If they fail to stop drones, it should be reported using the bug reporting system.

6) Supply and demand. Inertia Stab II must be built by players, so their price is set relative to the cost of building, varying from that based on short term changes in supply or demand. Local hull inertia stab are recovered as loot from NPC's. If there is a large enough supply of local hull inertia stabs their price will drop. If there is not enough it will rise. Because the supply chain is independant, the prices will stabilize independantly.

7) Use the one found in the Player Guide, it is more recent, and I believe is also upto date.

I am not sure if what I said was really right or wrong but Spaceship Command skill gives your ship a 2% agility bonus but the skill says nothing about turning like it does with evasive manuvering.

Can you explain the difference between the Spaceship Command agility bonus and the Evasive Manuvering agility bonus if there is one?

I have either, yet to get a definitive answer on this, or I have forgotten the answer. Either way are you able to clear up my confusion.

Slade

EDIT: As I read, the Navigation skill should actually increas the time to get into warp. Since Navigation increase your sub warp ships velocity then it will take longer to get to 70% of the top speed to initiate warp? Am I wrong in my interpretation?

The only skill that would logically increase time to warpable speed would be Acceleration control and that only increase velocity when using AB's or MWD's. So as I see it, there is no way to increase your ability to reach warpable speed faster. You are only able to effectively increase the time needed to align per ship type.

Posted - 2008.05.20 22:21:00 -
[6]Edited by: Ki Tarra on 20/05/2008 22:21:23Spaceship Command will reduce the time to warp for sub-capital ships. Advanced Spaceship Command will reduce the time to warp for freighters. Capital ships will reduce the time to warp for captial ships.

There are a bunch of other factors that can affect your ship's agility, but I wanted to keep my post to the point so I did not list them.

I believe that your agility/acceleration time is independant of your ship's max speed. That is why Microwarp Drives and Afterbruners have a penalty to your ship's mass to worsen your effective agility..

However, I could be wrong, in which case the speed increase from Navigation would increase the time it takes to warp. It was that uncertainty that prompted me to preface my initial response with "As Far As I Know".

I am not sure if what I said was really right or wrong but Spaceship Command skill gives your ship a 2% agility bonus but the skill says nothing about turning like it does with evasive manuvering.

Can you explain the difference between the Spaceship Command agility bonus and the Evasive Manuvering agility bonus if there is one?

I have either, yet to get a definitive answer on this, or I have forgotten the answer. Either way are you able to clear up my confusion.

Slade

EDIT: As I read, the Navigation skill should actually increas the time to get into warp. Since Navigation increase your sub warp ships velocity then it will take longer to get to 70% of the top speed to initiate warp? Am I wrong in my interpretation?

The only skill that would logically increase time to warpable speed would be Acceleration control and that only increase velocity when using AB's or MWD's. So as I see it, there is no way to increase your ability to reach warpable speed faster. You are only able to effectively increase the time needed to align per ship type.

You are correct on several points.

Navigation itself will make your ship take longer to enter warp, because you much reach 75% of max speed to enter warp. This is your current max speed, dependent on skills, mods (AB, MWD being active), and effects (webber). As your nav skill increases, you 75% threshold will increase.

Evasive Maneuvering and Spaceship Command will both make you more maneuverable in the same way, so if you have to turn, you'll turn faster and become aligned faster. You'll still need to reach 75% to enter warp, so activating a boost mod won't help you here.

You can enter warp faster by fitting mods that lower your ship's mass. You have the same thrust, so if you have mods that lower your mass, you'll reach 75% faster. Conversely, mods that increase your mass, e.g. armor plates, will make you accelerate slower, so you will take longer to reach 75%.

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